The Continuous 3DS Wall Project

In the spirit of our previous efforts to showcase the horrible atrocities committed to the Wii by third-party developers, we at Pietriots are proud to announce our new 3DS Wall.

The 3rd Party Wall of Shame was an analysis of wrongs committed after the fact.  This wall is intended to be a display of the building libraries of every developer for the 3DS, along with aggregated critical scores of each title individually and together as a group.

The original wall was made in response to unscrupulous claims from a few third parties that complained that their games were not selling on the Wii, despite their “obvious quality,” and that people were buying Nintendo’s games instead. The 3rd Party Wall of Shame showed those claims to be totally unfounded, as said third parties published some of the worst titles in their histories.  The question was asked, “Who deserves to sell more?”  The responses were silence and sudden anger at the creators of the Wall.

This is an ongoing project, which I will attempt to keep up with weekly or bi-weekly, depending on holidays or work.  And sometimes just mood.

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Wii Sniper Rifle Video – Gameplay Montage

(DivX video link at end of post; watch the new video here)

A follow-up to my previous The House of the Dead: Overkill videos, this time focusing on the two affordable current-generation last-generation games that handle aiming calibration properly: Ghost Squad and The House of the Dead 2&3 Return. The video is a series of quick gameplay cuts trying to get the point across: with the appropriate gun+game combo, everything works “great”, not perfectly, but sometimes better than I expect. The footage says a lot, but there’s more I want to add.

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“Durp!” – Capcom: “Durrr, no one plays handhelds anymore!”

Welcome to “Durp!”, a feature based around what there is far too much of: members of the gaming industry making completely and utterly retarded and/or unsubstantiated comments that make those with even the most minute amount of common sense or respect for gaming cringe in disgust.

And we’re going to start this with an absolute doozy from Capcom Interactive’s (a subsidiary of Capcom U.S.A. that produces mobile games) president and COO, Midori Yuasa…

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Conduit/GoldenEye Wiimote Controls

Note: These control settings were personalized for my bloated widescreen (16:9) TV that I sit fairly close to. You may get undesirable results if you use these settings on a fullscreen (4:3) TV setup, or if your Wii’s cursor behavior is already unstable due to poor sensor bar visibility, specific lighting conditions in your room, and/or your seating distance and position. Call of Duty: Modern Warfare – Reflex Edition is not a significant part of this discussion becuz the shoehorned FPS mechanics and single-player campaign are nonsense; it wasn’t worth the effort to customize the controls nor play past the tutorial stage. Call of what? Modern what? (Update: Conduit 2 controls here)

I’ve seen some player comments declaring the Wii “Pointer” controls in The Conduit and GoldenEye 007 are great or crap, or never getting them to feel “right” – ALL without adequately explaining why nor sharing their settings in detail as if it’s only a futile, individual effort they’re doomed to suffer (curse you, game! curse you, non-Nintendo developer!). What was the purpose of their interweb comments, their “discussion”? To WHINE? Yeah. To exchange ideas/info and support each other’s gaming experiences? HAH! Hell no.

So I have some info that’s useful to me and could be useful to others… =o

– The Conduit
(click to enlarge)

Handgun gameplay clips using the above settings – headshots preferred. Conduit handles it well; GoldenEye is just a trainwreck.

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FlatOut Wii – Impressions

Initial Play Time:  About a half-hour
Game type:  Semi-realistic arcade street driving

FlatOut is a budget Wii racer developed by Team6 Game Studios and published by Zoo Games in the USA. Sporting a debut price of $20, FlatOut can be summed up as a Budget Burnout or Casual Burnout – and in some ways this is a good thing, cuz you could’ve done worse by getting $50 of debut-disappointment on any of the FOUR Need for Speed titles on Wii. There are obvious limits on the scope and features of the game, but I could immediately tell Team6 was very serious about this project based on one of the very first screens the game loads: a note on the detectable range of Wii Remote tilting angles.


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The 3rd Party Wall of Shame

Editor’s note: This project was initially presented on January 27, 2010 and finalized on April 4, 2010 somewhere in Former Nintendo Fan Report Planet (FNFRP). FNFRP staff said its community was being too “positive” about Wii and Nintendo in general, so we decided to deliver some fresh, steaming negativity. “Why do you hate 3rd Parties so much?” they asked. “Did you not read the damn post at all?” I pondered.

Visitors making the pilgrimage for the first time:  Read The Text, or you will miss the context – this difference easily exposes the internet morons in your community. The specific order of the box arts and items in the text don’t match 100%; it was meant to read casually and maybe quickly, so the idea is what counts. This WAS just an overblown forum post on some fansite, after all. Caution: contains language most foul and intense 3rd Party imagery; some graphics are known to cause birth defects, depending on the laws in your country/state/community.  Kids, ask your government’s permission before buying 3rd Party software.

You might be thinking of the Vietnam Memorial, or the stars of the World War II memorial, or the wall of fallen operatives at CIA headquarters — THIS IS NOT THAT KIND OF WALL. This wall has its own significance, and its name below is exactly what it recognizes.

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A Guide for Third Party Developers on Nintendo Consoles

With the new 3DS and the possibility of a Wii successor either next year or the year after, it’s probably a good time to let third parties know that they haven’t been up to snuff on Nintendo’s platforms lately other than the DS.

The following is a ten step guide to finding success on Nintendo consoles.  Success seems to be elusive as third parties struggle to succeed and feel that they have tried everything (obviously not everything, like make mostly high-quality games from launch) and still find that the Wii and sometimes the DS audience are reluctant to purchase their products.  So what follows is a handy set of guidelines that will help you on your way to financial or at least critical success on Nintendo’s platforms.

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